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Map Details
Release: Beta
Version: 0.1
Filesize: 2 mb
Players: 24
Time of Day: Twilight/Dull
Textures: Standard
Meshes: Standard
Map Size: Small
Environment: Indoors
Effects: High Dynamic Range(HDR)
Classes: None/Not Specified
Devnotes
No details were entered
pl_cave_stage1
The Blu team have to escort a cart of explosives into the Red base deep underground.
Added by...
Key Authors
Spacemonkeynz
Category: TF2 > Payload
Tags: payload, cave, track, cart, underground, train, escort, goldrush
Added 2 years ago - last modified 1 year ago
4,450 views, 824 downloads, 17 comments, 2 favorites
Author's Readme/Notes:

This is the single stage version of cave.

You can get the 3 stage version here
http://www.fpsbanana.com/maps/57377


Map Name: pl_cave
Game: Team Fortress 2
Map Type: Payload (Attack/Defend)
Author: Spacemonkey

------------
Introduction
------------
This is the payload version of my es_cave7 map. It is only 1 stage, I intend to release a 3 stage version later on.
The map consists of 4 rooms in an underground mine. Outside the Blu respawn room is the bomb, which is to be escorted to the red base.

It's still in the beta stage atm, please post any bugs here and i'll try my best to fix them.

Thank you for playing my map.

If you would like to discuss it with me, or make a suggestion, add me to steam friends.
http://steamcommunity.com/id/spacemonkey

-----------------
Version History
-----------------
vb2
- disabled warning on capture
- fixed middle cp to prevent cart from moving further back, this will stop blue getting extra time and wining on the middle CP.
- added ramp for Blue in the 3rd room.


vb1 - Release





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Feedback
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7 months ago
Eggman



"Good, Great and Like" (c) k_l_m

http://tetris-inside.com
1 year ago
Arthurp



I played it on a full 24 slot, and demos were taking shine. They had about 5 on red and held us off just on the spam, im not sure how this could be fixed but a couple of bulges along the map would help.

farly new to mapping
1 year ago



Posted by RigorMortis1

The last CP is too close to the Red spawn! Considering they occupy the high ground this provides an even greater advantage for them.

Still a really fun map to play and I can't wait to see the next levels for it. So, hurry!

3stage version is available:
http://www.fpsbanana.com/maps/57377

Bananite
1 year ago
RigorMortis1



The last CP is too close to the Red spawn! Considering they occupy the high ground this provides an even greater advantage for them.

Still a really fun map to play and I can't wait to see the next levels for it. So, hurry!

Dirtbags are everywhere...
1 year ago
crazychicken



Last cp is too tough if there are going to eb other stages as it takes so long to cap it


(O>)
2 years ago
hozer



Pros: Looks good balance good
Cons: dont like 6 rounds! I wont put it on my server unless it has a 3 round limit Sorry :(

Bananite
2 years ago
captain_bakaNeko



Pros: It's really fun
Cons: red has a bit of an advantage, for the right side of blue's spawn passage (way to half way past middle point and last point -- the 2nd turn for the bomb) put a Sentry out side there, and it can piss off the offense, by killing them, plus there are ways to kill before the setup time is over. also Pyro's flames shot pass the wire doors at spawn (killed a few scouts that way ;) )
Improvements: Fix pre-setup killings and then it will be fine. and right side hall way

Bananite
2 years ago
Spacemonkeynz



Ok, i've found some pretty major bugs, which I have fixed up in version 2.

These are the control point sound, and the cart reversing over the mid point, which caused all sorts of problems.

Version 2 should be out shortly.

TF2 mapper
2 years ago
AI|Chicky



Pros: I love that you've decided to make this a multistage map. Everyone loved this map as es_cave7 - so I know they'll love this as pl_cave.
Cons: None really. I know that last point is going to be difficult to capture though simply because it was difficult to capture before - and that's when spies and ubers could move it.
Improvements: None.... just let me know when you add stage2. I have a 24/7 PL server which this is running on (in place of es_cave7 as of today).
Notes: Good work!


www.clan-ai.com
2 years ago
crazychicken



The cap point should be outside red spawn so that it takes red about 6 - 10 seconds to run there. it si way too close


(O>)
16 records
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Please provide constructive feedback and adhere to FPSB's Posting Rules. The submitter also provided the following feedback instructions:
All feedback is welcome.

I am quite interested in how the map plays on a full server and how balanced it is, any feedback concerning this would be great.
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Critic Rating [+]
8.6/10
User Rating [+]
8.1/10
bScore
8.36/10
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Original & Fun
Added by...
Spacemonkeynz
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TF2 mapper

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